Playing with a real-time day/night cycle in Unreal Engine and swapping materials live: glossy black, brushed iron, raw rock, clean white. Lighting does half the storytelling.
Tutorial Starwars_Final on Bad Decisions Studio. 🌗

Playing with a real-time day/night cycle in Unreal Engine and swapping materials live: glossy black, brushed iron, raw rock, clean white. Lighting does half the storytelling.
Tutorial Starwars_Final on Bad Decisions Studio. 🌗
Call for submissions: Real-Time Shading Symposium 2027, Feb 11-12 in Kortrijk, Belgium, right after Vulkanised. Share your work on shading languages, neural graphics, tools, and production workflows. Proposals due October 25.
www.khronos.org/events/real-...
#RealTimeRendering #Shaders #Khronos
GHARP animates 3D human heads in real time from a few images and a driving expression signal, splitting offline identity reconstruction from lightweight on-device animation. The animation stage runs a small network…
#GaussianSplatting #MobileAI #RealTimeRendering
https://arxiv.org/abs/2610.10945
Our first architectural visualization: a Florida high-rise district, built from scratch and rendered in real time in Unreal Engine 🏙️
The hero pass rises from street level over the towers in a single move.
Really had fun with shadow system for the second edition of our book. I wanted the simplest Virtual Shadow system possible for pointlights: no software page tables, a feedback pass or a persistent page cache.
The secret is Mips and Sparse Residency!
#Vulkan #GraphicsProgramming #RealTimeRendering